You grin and let out a little whoop of excitement. Jerry eyes you and says, "Great, kid. Don't get cocky."

you take aim and fire, scoring 7 bull's eyes in a row. Assuming you're fighting a bull. Since you probably aren't, you get 7 Archduke Hans Enfransz's eyes. Ouch. After being shot for 854 +5 +10 damage, they're not looking so good.

_________________The churches are empty / The priest has gone home / And we are left standing / Together alone--October Project: "Dark Time"

Not really a bug, but... In inventory, I can 'use multiple' even if I have only ONE of that item. Might as well remove that since it's completely useless.

I would argue the opposite, that it is useful in the Use Things window and should be added there rather than removed from the Full Inventory window. It is useful since when you have many items and you know which one you want, the use multiple interface is more useful than the regular interface. Anyway, IMHO it's not that important, and I'd put it in the minor interface tweak requests thread.

I just had the adventure "What Luck!" from "the neighboring and neighborly neighborhood". It describes me finding a 20-chip piece, but I only received 18 chips from it... I don't seem to have any equipment or effects that would cause this...

I adventured in 'Shiloh Sanatarium' for awhile, then adventured once in the 'Skies Above Downtown' and fought Reptauron. After beating it, the 'Patrol Again', 'Last Area Patrolled', and the 'go back to' act as if I was adventuring in the Sanatarium.

A nice change was made to the message you get when black box triggers, the icon was added before the message.This same thing was also added when you miss a call of the pre-vandalism radio, i.e. you get a message and don't go to the right location. However, it wasn't added when you get the message in the first place. I think this is a bug.

As a feature request, I think this is very nice and I'd like to see it with other color boxes, the Virtual Reality helmet and Mummers' gloves being the one that pop into my mind.

Error should be fixed. The PVP page has to handle buffs, because time passes there, and the buffs expire.

There are a surprising number of pages where time can pass. I think I may have gotten them all now. I'm curious if fixing the error-re-institutes proper PVP rules.

As a general principle, if something is massively broken ... like giving yourself instant wins in an aspect of the game, it's probably better to send a bug report instead of making it known to the public.

As Fire Shield now does retribution fire damage, it raises the question, why doesn't cold shoulder shirt do cold damage?Also, spooked credo and Vambraces of the Star Spawn and Paradox Naught can do psychic damage.

Last edited by Muhandes on Wed Mar 17, 2010 3:46 am, edited 1 time in total.

As Fire Shield now does retribution fire damage, it raises the question, why doesn't cold shoulder shirt do cold damage?Also, spooked credo and Vambraces of the Star Spawn and Paradox Naught can do psychic damage.

Wouldn't call that a "bug" so much as a suggested feature. But yeah, I've intended to expand to all of the elements. Fire shield was a test run, sorta.

I've got 10 skill points invested in the Lifeblood Manipulation skill, however the pp cost is still 20 and this skill is listed as being working properly with skill points atm....is it just my bad luck or is it like this to everyone else?

by the way, if you check the game manual from the TH page and go to skills that's how it is in there, and no note saying it isn't properly coded yet, so I guess this feature was forgotten while coding....

The capping on the permanent sidekicks has several issues I encountered.

First, the capping on Karate expert is incorrect. It says the cap is level 20, and my spading says it does between Level and Level+2 damage, capped at 30. So the cap is at level 30, not 20.

Second, the entire "capping at level" does not really cap at level. For example, the Self defense expert does between Level*2-1 and Level*2+1. It is supposed to cap at level 10. At level 9 it does between 17 and 19 damage. At level 10 it does between 19 and 20 (not 21) damage. At level 11+ it does 20 damage. So it caps at 20 damage, but it keeps improving, and on level 11 it is better than level 10. What I'm saying is that the cap isn't by level, but by damage. The same applies to all the sidekicks I tried.

Edit: issue was stated as intentional. Feel free to remove

Last edited by Muhandes on Mon Jun 28, 2010 11:39 pm, edited 1 time in total.

As for the first: that's a typo and will be fixed. Was doing (level - 1.5) instead of (level * 1.5). Good catch.

As for the second, it's extremely close to being as advertised, and ultimately comes down to an issue of semantics. Most of the equations are along the order of (level * X) + (small random variance), with a cap at (level * x). The small random variance means there's a bit of weirdness right at the end. (For example, 20 - 1 = 19 and is below the cap, while 20 + 2 = 22, which becomes capped at 20, so level 10 doesn't always exactly hit the cap at 20.)

I definitely see your point, but my sensibilities would be equally put out by the alternative. If the variance was applied after the cap, sometimes the SD expert would deal 22 damage at the high end, which to me would mean the damage was capping at level 11, rather than level 10. I don't think there's a way to meet both of our interpretations, and the difference is ultimately fairly small, so I don't feel inclined to change the current setup.